Archive for the 'Blackberry' Category

Blackberry Programming: Alter Bitmap Color on the Fly

While working on my current Blackberry game, I ran into a situation where I needed to change the color of of a bitmap. Specifically, I wanted to signify an object was “hit” by temporarily tinting it red – i.e. I wanted to keep the original bitmap color pattern, but wanted to increase the red portion of all the pixels so it had a red shade to it.

Example
Fighter - Before
Before
Fighter - After
After

ARGB Methods

Off the bat, I couldn’t find any method of directly altering the bitmap color using built in routines. There are a few routines for altering the alpha channel of bitmaps, but nothing for the color channels. After sifting through all the members of the Bitmap class, I came across the getARGB method (see link for details). This method will populate an int array with argb data, e.g. an int (4 bytes) per pixel signifying the alpha, red, green, and blue values (each value stored per byte). And sure enough, there is a setARGB method as well, for taking such an int array and applying it to a bitmap object.

The Strategy

With these methods at our disposal, it now becomes a matter of populating an array with ARGB data, then altering each int in the manner desired to achieve a specific effect. In this case, increasing the value of the RED byte (2nd byte) to increase the red tint of each pixel. However, the sky is the limit, as you could alter transparency for each pixel (alpha byte) and create a disintegration effect, average and equalize each of the color bytes to create greyscale, invert the colors, dim/brighten, etc. However, for now, lets stick to adding a red tint.

The Code

 public static Bitmap generateHitBitmap(Bitmap passBitmap) {
      Bitmap retBitmap;  // Altered, tinted bitmap being returned
      int[] argbData; // Array holding the ARGB data
      int redData;  // The red value of a pixel

      // Create a new, empty bitmap with the same dimensions
      retBitmap = new Bitmap(passBitmap.getType(), passBitmap.getWidth(), passBitmap.getHeight());

      // Prepare the ARGB array
      argbData = new int[passBitmap.getWidth() * passBitmap.getHeight()];

      // Grab the ARGB data
      passBitmap.getARGB(argbData, 0, passBitmap.getWidth(), 0, 0, passBitmap.getWidth(), passBitmap.getHeight());

      // Loop through each pixel in the array
      for (int lcv = 0 ; lcv < argbData.length ; lcv++) {
         // Get the red data by masking out the 2nd byte
         redData = (argbData[lcv] & 0x00FF0000) >> 16;

         // Increase the red value by 80 (maximum of 255)
         redData += 80;
         if (redData > 255) redData = 255;

         // Shift it back to the right place, and set it back into array
         redData = redData << 16;
         argbData[lcv] = (argbData[lcv] & 0xFF00FFFF) + redData;
      }

      //  Set the return Bitmap to use this altered ARGB array
      retBitmap.setARGB(argbData, 0, passBitmap.getWidth(), 0, 0, passBitmap.getWidth(), passBitmap.getHeight());

      return retBitmap;
   }

Note: There is some bitwise math going on here, and a few ways to accomplish this. I like to isolate out the value first and work with it separately, but you may feel more comfortable working directly with the array – either works.

Please feel free to share any cool effects you’ve achieved altering the ARGB data, or even constructing completely new ARGB data on the fly – I would love to see programmatically generated bitmaps!

Creating a Blackberry GPS Tracker

As I mentioned in my article about Creating a Blackberry Game, I love this mobile phone and writing programs for it. The device has a serious amount of untapped potential. That’s not to say the phone isn’t already a great tool for its intended purposes (I don’t think I could make it without mine these days), but with the capabilities it has, there are a lot of creative ways it could be used for unconventional purposes.

Global Positioning System

One great feature of many modern Blackberrys is the built in GPS. This is an awesome technology for navigation – I don’t have a GPS in the car and my phone has saved my butt on a number of occasions. However, past that, think about the power this really gives. We’re starting to take positioning for granted these days, but the ability to pinpoint your exact location wherever you are is amazingly powerful. And not only for navigation – we have seen a number of very inventive programs popping up lately from trackers that pinpoint a lost/stolen phone, to photo tagging to attach a location to a picture taken. I’ve had lots of conversations with people as well who have great ideas for unique uses of GPSes. We’re definitely not even close to exhausting this functionality in the Blackberry.

Writing a GPS Program

When I first got my phone, I wanted to write a program to make use of the GPS. I decided I’d write a little tracker program, basically to continually read my current coordinates and post them to a website in realtime (that’s the other amazing piece about a Blackberry, the fact that you have an Internet connection whenever in cell range). The website would display these points on a google map, and people could see my current location and where I’d been (and how fast I was going!). It was a fun project, amazingly easy, and worked right off the bat!

Below is a very quick and dirty program to get the job done. It is not meant to be a polished product – it was a quick test, and I present it here as information on how to grab coordinates and upload them to a website. If you decide to make your own project, you’ll want to write the code a little more cleanly and organized – but this should give some tips on how the libraries are used. I’ve added lots of commenting to explain things as I go.

Also – a portion of the GPS code is grabbed from the RIM site I believe, though it was a long time ago and I’m not sure where. No disrespect to any code I’ve copied – if you find the original source, please post it and I’ll credit it.


tracker.java

package com.syntheticdreams.tracker;

/* This project makes use of many standard javax libraries, especially in reading the GPS.
** The microedition package in javax contains a number of mobile device related libraries, including the
** location package, which has methods specially designed for working with coordinates and
** pulling them from a GPS.  The Blackberry supports the use of this package interfacing with its GPS (for
** providers that have not locked the phone.  Verizon has, until recently, locked the GPS of many of its models
** from use by third party applications.)  The rest of our package importing is mainly for the user interface. */
import net.rim.device.api.ui.*;
import net.rim.device.api.ui.component.*;
import net.rim.device.api.ui.container.*;
import net.rim.device.api.system.*;
import javax.microedition.location.*;
import javax.microedition.location.Location.*;
import javax.microedition.location.Criteria.*;
import javax.microedition.io.*;
import java.util.*;

// The UiApplication is a class designed for presenting a user interface to the user and maintaining screens on a stack.
// See Creating a Blackberry Game - Part 2 for more info (http://www.toniwestbrook.com/archives/71)
public class tracker extends UiApplication
{
    // Our main method is always called first, starts the ball rolling
    public static void main(String[] args)
    {
        // Create a new instance of the main "tracker" class, pushes the main screen onto the stack
        tracker trackerApp = new tracker();

        // Enter the event dispatcher to intercept key and trackball events
        trackerApp.enterEventDispatcher();
    }

    public tracker()
    {
        // See startScreen class below, our main screen where the magic takes place.  Push it onto the stack so
        // the user sees it and the instance of the class starts running and processing.
        pushScreen(new startScreen());
    }
} 

// Our only screen to be pushed on the screen stack
final class startScreen extends MainScreen
{
    // A timer that will continually poll the GPS
    Timer updateTimer = new Timer(); 

    // The specific task for our timer where the dirty work takes place
    TimerTask updateTask = new TimerTask()
    {
        // The run method is what is actually run by the timer every time it resets
        public void run()
        {
            LocationProvider lp; // LocationProvider does the actual work of reading coordinates from the GPS
            Location currentLoc; // Stores component information of our position
            Criteria cr = new Criteria(); // Settings for the GPS - we can read it at different accuracy levels
            HttpConnection httpConn;  // An HTTP socket connection class to send our results to a webserver
            String getStr; 

            // I basically set no requirements on any of the horizontal, vertical, or power consumption requirements below.
            // The distance components are set in meters if you do want to establish accuracy - the less the accuracy, the
            // quicker and more likely a successful read (I believe).
            // You can also set power consumption, between low, medium, high (or no requirement)
            // There are also a number of other settings you can tweak such as minimum response time, if altitude is required,
            // speed required, etc.  It all depends on the exact application you're writing and how specific you need the info to
            // be.  For our purposes, a rough coordinate is good enough.
            cr.setCostAllowed(true);
            cr.setHorizontalAccuracy(javax.microedition.location.Criteria.NO_REQUIREMENT);
            cr.setVerticalAccuracy(javax.microedition.location.Criteria.NO_REQUIREMENT);
            cr.setPreferredPowerConsumption(javax.microedition.location.Criteria.NO_REQUIREMENT);

            try
            {
                // Get a new instance of the location provider using the criteria we established above.
                lp = LocationProvider.getInstance(cr);

                // Now populate our location object with our current location (with a 60 second timeout)
                currentLoc = lp.getLocation(60);
            }

            // If we hit the timeout or encountered some other error, report it.
            catch(LocationException e)
            {
                Dialog.alert("Error getting coordinates");
                return;
            }

            // If reading the GPS was interrupted, report it
            catch(InterruptedException e)
            {
                Dialog.alert("GPS Interrupted!");
                return;
            }

            // If we made it here, we got a successful read.  I transmit it to a webserver via a simple querystring.
            try
            {
                // I build the querystring here
                // set the "lat" querystring var with the latitude from getLatitude
                getStr = "lat=" + currentLoc.getQualifiedCoordinates().getLatitude();

                //lon with longitude
                getStr = getStr + "&lon=" + currentLoc.getQualifiedCoordinates().getLongitude();

                // alt with altitude
                getStr = getStr + "&alt=" + currentLoc.getQualifiedCoordinates().getAltitude();

                // vel with speed
                getStr = getStr + "&vel=" + currentLoc.getSpeed();

                // Now I establish an http connection the webserver running a server side script that can read the values from
                // the querystring and save them to a database.  In my case, I had a simple ASP page that wrote them to a MSSQL
                // database - this database being read by another webpage that printed said coordinates out on a google map.
                // But you could do the same with PHP, PERL, or any other server side language of your choice.
                httpConn = (javax.microedition.io.HttpConnection) javax.microedition.io.Connector.open("http://www.yourwebsitehere.com/yourpage.asp?" + getStr);

                // Just an easy GET with a querystring.
                httpConn.setRequestMethod(HttpConnection.GET);

                // Set HTTP values
                httpConn.setRequestProperty("Connection","close");
                httpConn.setRequestProperty("Content-Length","0");

                // Make the request (e.g. send the data)
                httpConn.getResponseCode();

                // Close the socket
                httpConn.close();
            }

            // If there was an error contacting the webserver, post it
            catch (java.io.IOException e)
            {
                Dialog.alert("Error contacting web server");
                return;
            }
        }
    };

    // Our main screen's constructor
    public startScreen()
    {
        super();

        // Set the window's title
        LabelField title = new LabelField("GPS Tracker", LabelField.ELLIPSIS | LabelField.USE_ALL_WIDTH);
        setTitle(title);

        // Feel free to snazz up your program with your own messages or real time info from the GPS
        add(new RichTextField("Starting transmission..."));

        // Add the update task to the update timer, running it starting in 10 milliseconds, and then every
        // 240000 milliseconds (4 minutes)
        updateTimer.scheduleAtFixedRate(updateTask, 10, 240000);
    }

    // Cleanup on close
    public boolean onClose()
    {
       Dialog.alert("Transmission Ended!");
       System.exit(0);
       return true;
    }
}

Nothing too bad – but very powerful! I hope this helps a bit on the road to making cool GPS applications!

Creating a Blackberry Game – Part 6

Looking for part 5?

Let’s Hear It!

Our game is almost done – the only part left is the sound (and vibration) processing. This is a fairly simple class as well – again, most of the low level processing is done already by the Blackberry. However – you may want to play with the methods in this class. We have functionality for playing a midi file – and we could also have functionality for playing a wav file as well, but I haven’t included it. The reason – on my 8830, the sound engine (at least the way I was using it), could only seem to mix one sound at a time, and completely stopped the other sound if a second one was played. There may be specific methods to mix two sounds together that I did not research, or otherwise it’s a limitation/bug of the 8830. So, if music was playing, and I then played a wav sound effect, the music would stop.

I overcame this by using the Alert.startAudio method. This takes frequency/duration pairs from an array and plays simple sounds with it. When this method is used, it does indeed mix the audio with the midi playing in the background, so I stuck with it. It makes for less sophisticated sound effects, but it helps us for now.

Additionally, I wanted to include vibration in the game, so I included a small method for triggering this off. Vibration is used for when spaceships explode, either yours or the enemy’s.

SND.java

package com.synthdreams.GalacticBlast;

import net.rim.device.api.ui.component.Dialog;
import java.io.InputStream;
import java.lang.Class;
import javax.microedition.media.Manager;
import javax.microedition.media.Player;
import net.rim.device.api.system.Alert;

// Sound engine
class SND {

    Player _musicPlayer; // Java media player

    SND() { }

    // Play a midi file for background music
    void playMusic(String passMusic)
    {
        try
        {
            // Set InputStream to a midi file included as resource, as specified by
            // passMusic
            InputStream in = getClass().getResourceAsStream("/" + passMusic);            

            // Create a media player with mime type of audio/midi using our inputstream
            _musicPlayer = javax.microedition.media.Manager.createPlayer(in, "audio/midi");

            // Ready the data and start playing it.  To loop indefinitely, we set loopcount
            // to -1.
            _musicPlayer.realize();
            _musicPlayer.prefetch();
            _musicPlayer.setLoopCount(-1);
            _musicPlayer.start();

        }
        catch (Exception e)
        {
            Dialog.alert("Error playing music");
        }
    }

    // Stop playing music
    void stopMusic()
    {
        try
        {
            // Tell player to stop playing
            _musicPlayer.stop();

        }
        catch (Exception e)
        {
            Dialog.alert("Error stopping music");
        }

        // Then release the data and close out the player
        _musicPlayer.deallocate();
        _musicPlayer.close();
    }

    // The Playsound method plays a simple combinations of tones to simulate a firing
    // noise.  This was necessary, as due to a bug or limitation of the BlackBerry 8830
    // (the phone I do my testing on), playing a WAV file stopped the midi player and
    // any other sound effects.  Player doesn't appear to mix properly (if at all).  However,
    // a midi file can be played while using the Alert objects startAudio method which
    // can play a sequence of tones, so this is what we've done for now.
    void playSound()
    {
        // A sequence of frequencies and durations (eg 1400hz for 15ms, 1350hz for 15ms, etc)
        short[] fire = {1400, 15, 1350, 15, 1320, 20, 1300, 20, 1250, 25, 1200, 35};

        try
        {
            Alert.startAudio(fire, 100);

        }
        catch (Exception e)
        {
            Dialog.alert("Error playing sound effect.");
        }   

    }

    // Activates the phone's vibration functionality for a specific number of ms
    void vibrate(int passMilli)
    {
        Alert.startVibrate(passMilli);
    }
}

Nothing too complex at all going on here. You may wonder what all the player initialization methods are doing – they deal mainly with making sure the sound data is available and buffered before playing. Just call them in order and you’re good to go.

That’s All Folks!

At this point, you have all the basic functionality necessary for making whatever kind of Blackberry game you’d like. Your logic may have to be much more complex, and you may have to include additional classes to accommodate everything, but the basic principles stay the same. Also – all the classes used here are unsigned and available without a license from Research in Motion, which means you can make, play, and distribute these games for free.

Feel free to comment if you have any questions, or even suggestions! These were my own experiences and suggestions with creating a Blackberry game, but you might have your own! Thanks for checking out this tutorial, good luck – and most importantly, have fun!

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